3 ms·
With a good BVH, the time to render an image becomes O(k*logn) where k is the number of pixels and n is the number of primitives (triangles). This scales with s
by phkahler 5y ago
With a good BVH, the time to render an image becomes O(k*logn) where k is the number of pixels and n is the number of primitives (triangles). This scales with scene complexity better than anything the raster APIs have done in the past 50 years. The issue has always been a largish constant factor and ever increasing resolutions.
- nwallin 5y agoThe time to render an image is O(k log n), but the space required for any given pixel is O(log n). A BVH search is a recursive operation. Each pixel needs its own stack. Rasterizing triangles requires O(1) space. So you can cram 4096 or whatever very, very dumb "cores" into a GPU that can rasterize, but if you want to spend the same amount of silicon to raytrace? Not so much.